Pony

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Summoned Creature: Pony (Horse)
NG Medium Celestial Animal
CR 1/2

Init +1;
Senses darkvision 60 ft., low-light vision, scent;
Perception +5

DEFENSE

AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 17 (2d8+8)
Fort +7, Ref +4, Will +0
SR 5
Special Defenses Celestial - Resist cold 5, acid 5, electricity 5; Diehard

OFFENSE

Speed 40 ft
Melee 2 hooves -1 (1d3+2)
Special Attacks Smite Evil

STATISTICS

Str 17, Dex 13, Con 18, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +4; CMD 15 (19 vs trip)
Feats Endurance, Run
Skills Perception +5 Sqecial Qualities docile

SPECIAL ABILITIES

Smite evil 1/day as a swift action add CHA bonus (+0) to attack rolls and damage bonus equal to HD (+2) against evil foes; smite persists until target is dead or the celestial creature rests).
Docile (Ex) Unless specifically trained for combat (see the Handle Animal skill), a horse's hooves are treated as secondary attacks.
Diehard- When reduced to 0 hit-points, the summoned creature is disabled, instead of dismissed. The creature may take a single move action or standard action each round (but not both, nor can he take full- round actions, but he can still take swift, immediate, and free actions). He moves at half speed. Taking move actions doesn't risk further injury, but performing any standard action (or any other action the GM deems strenuous, including some free actions such as casting a Quicken Spell spell) deals 1 point of damage after the completion of the act. The summoned creature is dismissed when hit-points equal -Con.


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